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iot/projects/IoTClient/Assets/UniversalMediaPlayer/Shaders/UMP-EquirectangularCanvas.s...

74 lines
1.5 KiB

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "UMP/Equirectangular"
{
Properties
{
_MainTex("Video Texture", 2D) = "gray" {}
_Color("Tint", Color) = (1,1,1,1)
_Rotation("Rotation", Float) = 0
}
SubShader
{
Pass
{
Tags{ "LightMode" = "Always" }
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma glsl
#pragma target 3.0
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : TEXCOORD0;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
return o;
}
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
float _Rotation;
inline float2 RadialCoords(float3 a_coords)
{
const float Deg2Rad = (UNITY_PI * 2.0) / 360.0;
float rotationRadians = _Rotation * Deg2Rad;
float3 a_coords_n = normalize(a_coords);
float lon = -atan2(a_coords_n.z, a_coords_n.x) + rotationRadians;
float lat = acos(a_coords_n.y);
float2 sphereCoords = float2(lon, lat) * (1.0 / UNITY_PI);
return float2(sphereCoords.x * 0.5 + 0.5, 1 - sphereCoords.y);
}
float4 frag(v2f IN) : COLOR
{
float2 equiUV = TRANSFORM_TEX(RadialCoords(IN.normal), _MainTex);
return tex2D(_MainTex, equiUV) * _Color;
}
ENDCG
}
}
FallBack "VertexLit"
}